The RepulsorPRICE: $ 2000.00 + five dollars per pound of the vehicle's total weight. SPACE: 1/5 of the vehicle's spaces, rounding down. WEIGHT: 100 pounds per space CHARGE: 10 PU per shot per space RANGE: 50 feet Repulsors are an excellent investment, if you can afford them. They can
be used as an emergency brake, a booster, or a weapon against lighter
vehicles. Pity the motorcyclist who gets broadsided by a ten-wheeler's
repulsors! Repulsors harness magnetic force and gravity effects in a broad energy
beam that repels matter. While this is an expensive and impractical way
of pushing against something, the versatility of the repulsor makes it
handy to have in certain contexts. The 'wake' of a repulsor beam makes it
impossible for the vehicle who fired it to make an accurate shot from that
facing for the next 2 rounds (+1D to all shots). Firing a repulsor is a
D1 hazard. When used as an emergency brake (pushing against a wall or heavy stationary
object in order to avoid a head-on collision), the repulsor allows triple normal
deceleration, with no additional tire wear but one point of damage to the
facing armour (or damage test, in the case of metal armour) per space per
turn. When used as a booster (same circumstances), the repulsor allows double
normal acceleration for the turn until the anchor object is out of range. When fired at a movable object from a vehicle that is at least 10 times
the target's weight, the vehicle does not decelerate and the object
accelerates to match the vehicle's speed in two turns. When fired at a movable object from a vehicle that is at least 3 times
the target's weight, the vehicle decelerates by 10 mph/turn and the target
accelerates to match the vehicle's speed by 15 mph/turn. When fired at a movable object that is less than the vehicle's weight
but more than one-third the vehicle's weight, the vehicle decelerates by
10 mph/turn and the target accelerates to match the vehicle's speed by
10 mph/turn. When fired at a movable object that is greater than the vehicle's
weight but less than twice the vehicle's weight, the vehicle decelerates
by 15 mph/turn and the target accelerates by 5mph/turn to match the
vehicle's speed. When fired at a movable object that is greater than twice the vehicle's
weight, treat it as an emergency brake. In all cases, deceleration/acceleration continues until the vehicles
meet some speed equilibrium (probably a halt, if the vehicles are moving
towards each other). If the target is less than one tenth the vehicle's weight and moving
in the same direction, then the vehicle does not decelerate and the
object matches the vehicle's speed at the end of the turn. If the target is less than one third the vehicle's weight but more than one tenth
the weight, and moving in the same direction, then the vehicle decelerates
by 5 mph per turn and the target accelerates to match the vehicle's speed
by 10 mph/turn. If the object is less than the vehicle's weight but more than one third
the weight, and moving in the same direction, then the vehicle decelerates
by 5 mph/turn and the target accelerates by 5mph/turn. If the object is more than the vehicle's weight but less than twice the
weight, and is moving in the same direction, the vehicle decelerates by
5 mph/turn until it matches the target's speed. If the object is more than twice the vehicle's weight, treat it as an
emergency brake. Back to the Games Page |